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Eureka Miniatures presents
…And One For All 
!
Supplement 1
Planchet
Ship’s Captain 
:
 
"This pass is only for one person" 
 
D’Artagnan: “ 
I am only one person. That is a servant" 
Planchet: 
"Charming!" 
 
He may be a bumbling man-servant, but who else will carryyour bags? He accompanies the Musketeers and is armedwith a club. Planchet, of course, is not a gentleman so cannotDuel, he only Swashbuckles. Planchet has a Rating of 2 dueto his luck, or the fact that God looks after fools.
The Hired Blade
Carrying two blades, the Hired Blade is a skilledadversary and often accompanies the Cardinal’sGuards. When he is Dueling, the first ‘6’ in any of hisrolls is treated as a ‘7’. Any extra ‘6’s in the same rolladd +1 to his total score as per the normal rules, e.g.he rolls five dice and gets 3, 4, 6, 6 & 6. His total is 9.Furthermore, when outnumbered his second bladenegates one opponent, e.g. three opponents aretreated as two. He has a Rating of 2.If he suffers a Dropped Weapon result, he is unable touse his special abilities, but may duel as normal withhis remaining weapon.
Madam
Bonancieux
 
Constance: 
"I was torn from my bed!" 
D’Artagnan: 
"
Bed is the best place for you little one" 
Mdm. Bonancieux should be the object of a rescuescenario, ideally from the Royal Palace or a convent.
 
Not-So-Innocent Bystanders
M. Bonancieux 
: [Pointing at Rochefort] "That! That is the man" 
Cardinal 
: “Take him away.” 
M. Bonancieux 
"
That is not the man! It was another man entirely!" 
There are four other new figures in the range. They may be usedsimply as scenery and obstacles, or you can use the followingBystanders’ rule: If a figure contacts a bystander, or interacts with abystander in any way, roll one dice - on a '6' the bystander performsthe action described.
Monsieur Bonancieux
The befuddled landlord engages the figure in longwinded andsenseless conversation. The figure’s turn ends immediately and inthe next turn it must use two actions to disengage. If the figure rollsa ‘1’ on the first action it loses initiative and fails to disengage. If itrolls a ‘1’ on the second action it loses initiative but successfullydisengages and is moved a base-width awayIf the figure disengages without losing initiative it may continue itsturn, but starts again at its first action.
Serving Wench with large jugs
 
She breaks a jug over the figure’s head. The figure is Pushed Back& Stunned.
Serving Wench with tray
 
She drops her tray on the figure’s foot. The figure grabs its foot inpain, dropping its weapon and hopping backwards. Treat as PushedBack & Dropped Weapon.
Gaggle of Geese
With much honking and flapping they angrily attack the figure. Thefigure suffers an automatic Wound.
Convent Well
If a figure is pushed back against thewell, roll one dice. On a ‘1’ the figure fallsin and is removed from the game.
Mon Dieu! 
Eureka Miniatures has released more figuresand scenery for its Musketeer range! Here are some ideasfor including these in your games of “…And One For All!”
Stunned & Dropped WeaponMarkers
Stun and Dropped Weapon results cannow be indicated by placing a hat orsword marker by the figure.
The “Active Bystanders” Variant
This allows players to actively use MonsieurBonancieux, the Serving Wenches, and Geeseagainst each other’s figures. Players may agreebefore a game that only specific players canactivate certain bystanders. This can be oneway of balancing sides in a scenario.During his turn a player may activate abystander instead of one of his own figures.The player moves the bystander in a straightline until it contacts an obstacle or figure. If itcontacts a figure roll one dice, on a ‘6’ the figuresuffers the result described in
Not So InnocentBystanders
. If a ‘1’ is rolled the player losesthe initiative as usual.Each bystander may only be activated once in aplayer’s turn.
 
2 
Produced by:
Eureka Miniatureswww.eurekamin.com.au
 Rules:
Greg Hallam / Anubis Studioswww.anubisstudios.com 
 Additional Rules Variants & Options
Sacre Bleu! 
Now there are more waysto swashbuckle across the table!
Constance: 
 
“Would you fight a man over nothing? 
 
Mercenary 
:
“Enthusiastically!” 
 
 
“All For One And One For All”
With this option, the player treats his group of figures as a single cohesive unit.Instead of accumulating swashbuckling dice for a figure, you accumulate it for thegroup. You may perform an action with
any
figure in any order, and all actionsaccumulate into a single Swashbuckling Dice Pool. This pool is now used by allfigures, until a ‘1’ is rolled and the initiative is lost.Now it may feel odd that a figure that has not performed any actions suddenlygets the benefit of using five or six swashbuckling dice as a result of what otherfigures in the group have done. Think of it in terms of “group dynamics”” – eachsuccessful action by an individual in a group creates a “momentum” that flows onto the rest of the group.This option is suited to playing with larger numbers of figures, in which caseplayers may wish to split their forces into groups or units of five or six figures.If using the Extended Turns variant, then when the first ‘1’ is rolled the currentlyactivated figure stops and the group loses its momentum and its dice pool. A newset of actions/ dice pool is started by another figure in the group. When a second‘1’ is rolled, the player’s turn is over.
 
Extended Turns
When a ‘1’ is rolled, the
figure’s
turn ends, but the playerstill has the initiative and may move another figure. Theplayer’s turn ends when a second ‘1’ is rolled.
Pure Swashbuckling
Do not add in the Rating Dice when a figure makes aDueling attack. Instead, use only the SwashbucklingDice for the attack. The defending figure still rolls itsRating Dice in defense.This means that a figure is now forced to performswashbuckling actions in order to accumulate a pool ofattack dice, instead of relying on its Rating Dice. If usingthis rule, dueling attacks now count as a swashbucklingaction. Hits from duels are still resolved on the DuelingHits Table.A benefit of this rule is that a figure will generally roll lessdice in its initial attack, so there is more chance of notlosing the initiative on the first attack and thus being ableto follow up the attack.Players may feel that this rule eliminates skill differencesbetween characters. If so, you may wish to incorporatethe Variable Wounds Option.
Variable Wounds
A figure is killed when it accumulates a number of woundsequal to its Rating. Thus Guards die on their 2nd wound,Musketeers on their 3rd wound, and D’Artagnan andRochefort on their 4th wound.This is another way of differentiating between less skilledand more highly skilled characters, particularly if using thePure Swashbuckling rule. Note that Guards will die a lotquicker, so you may need to include extra guards or“replacements” in your games!
 
Mishaps & Calamities
If a figure rolls double ‘1’s it suffers a Mishap, in addition tolosing initiative. A Mishap is a minor negative event or penaltyas appropriate to the action, but most often will be a Stun orDropped weapon.If a figure rolls triple ‘1’s it suffers a Calamity, which is a majornegative event or penalty to the figure, for example a Wound.Alternatively you can give a bonus or advantage to theopposing player – this still counts as a penalty against theactive player.Mishaps and calamities should be tailored to the situation, andplayers are encouraged to use their imaginations. You can evencreate your own Mishap & Calamity tables for differentsituationsRemember that a figure’s action always takes place, even if itrolls a Mishap or Calamity for the action.
Group Moves
Instead of activating and moving a single figure, youmay move any number of figures simultaneously, aslong as none of the figures have already beenactivated this turn. Each figure may make a singlemove or Swashbuckling action, including moving intocontact with enemy, but may not attack or make anopposed action.Each action accumulates into a single SwashbucklingDice pool, which is rolled after
all
the activated figureshave moved. If the player does not lose the initiative,he may continue individually activating any of thosefigures as their second action. A player may only makeone Group Move per turn.This option should be used with Mishaps & Calamitiesin order to balance out the advantage of activating anumber of figures simultaneously.
Triumphs & Hero Points
If a figure rolls triple ‘6’s it achievesa Triumph. This is a special bonusas appropriate to the action andsituation.Alternatively, a Triumph gives thefigure a Hero Point, which can besaved and ‘spent’ anytime during thegame. A Hero Point allows you toeither roll one extra dice, or rerollone dice (including ‘1’s), in any roll.
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